Every record-setting space battle has shipped with an asterisk: slowed clocks, dropped actions, hard caps. This series is a technical argument, with diagrams and a public benchmark plan, that the asterisk is a design choice. Keep strong consistency small, make the seams part of the game, and print the worst case of every component before it runs.
Why consistency versus availability is a design choice, and how game rules become scaling decisions. The hub of the series.
Born by spiral search and CAS, failing over in one to two ticks, garbage-collecting itself. There is no tile manager.
One Redis function per tick, a bridge, and a checkpointer keep commit, delivery, and durability from ever coupling.
Epoch fencing, split-brain resolution, and why the routing read path never touches the database.
One write becomes ten thousand correct screens inside 100 milliseconds, and the 600-byte assumption that carries it all.
Authority moving between CP islands in two ticks, combat at the seam, and mass warp as a queue instead of a protocol.
Leases instead of scheduling, arithmetic instead of forecasting, three speeds of refill, and Lambda as a bridge.
The full benchmark table, the two SLIs that define correctness, and exactly what would falsify the design.
Every mechanism in these posts names the production failure it answers, and the closing ledger lists what has been measured, what has not, and exactly what would falsify the design. When the massive-scale run happens, the results post joins this list, whichever way the numbers go.